Re: [DTB] U/G/x Thresh - a.k.a. Not Quite Gro, SuperGro
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Originally Posted by Getsickanddie
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Originally Posted by Wastedlife
I think Mr.Nightmare is over-exaggerating on how many people play Gro/Threshold. Last sunday we had 18 people and I was the only Threshold player. On occasion when kadilak feels like not being a bitch and playing he plays gro. Nat (Brushwagg) plays gro a few times a month, sometimes other stuff. Mr. Nightmare plays gro or turboland it's a coin toss. We have 4 people that play gro it's not all that grand.
Hey don't forget about retard Jeremy!
But yeah, there really aren't that many other players that matter that show up on a regular basis in our meta game.
He was playing Springtide BTW, which is a very easy match-up for gro I found out, I played a few games in between rounds with him.
EDIT- LMFAO at Baby Killer Adept.
Re: [DTB] U/G/x Thresh - a.k.a. Not Quite Gro, SuperGro
I don't agree that Spring Tide is a very easy matchup for Gro, and if you found it such, than the Spring Tide player wasn't a very good player. I've played Gro several times, and I've found that Spring Tide has a heavy advantage in the matchup. Just like Solidarity, Spring Tide can go off through two or three permission spells, and Gro can't muster anything more than that on their second or third turns. After board Defense Grid comes in to kick your ass. If that resolves the game is over, and even if it doesn't you've wasted one or two permission spells, and it becomes simple to go off next turn.
Re: [DTB] U/G/x Thresh - a.k.a. Not Quite Gro, SuperGro
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Originally Posted by Lego_Army_Man
I don't agree that Spring Tide is a very easy matchup for Gro, and if you found it such, than the Spring Tide player wasn't a very good player. I've played Gro several times, and I've found that Spring Tide has a heavy advantage in the matchup. Just like Solidarity, Spring Tide can go off through two or three permission spells, and Gro can't muster anything more than that on their second or third turns. After board Defense Grid comes in to kick your ass. If that resolves the game is over, and even if it doesn't you've wasted one or two permission spells, and it becomes simple to go off next turn.
You're kidding right? The Spring Tide match-up is the same as the Solidarity match-up. You beat both of them, I'm not saying they're a cakewalk, however you don't need to worry about them. Gro is just too hard for them to beat, with a fast clock and counters. I don't see how you see it as a bad match-up at all. Board defense grid turn 2 huh? Gro runs 7-8 counters that can counter that turn 2 no need to fret about that. As for Solidarity/Springtide yes, they can go through 2 or 3 counterspells but not on turns 1-4. Often a Daze completly wrecks them, I've done it to solidarity. Daze Hightide, counter,counter. That's enough about the Solidarity match-up.
What do people think of the 4 color list? I know some people trying to scrap up a list for it. What would be some pros and cons to it?
Re: [DTB] U/G/x Thresh - a.k.a. Not Quite Gro, SuperGro
You're confusing Solidarity and Spring Tide a lot here. The matchups are a lot different for Gro. Solidarity can't go off until turn 4, ever, and often it doesn't go off until turn 5 or 6. By that point you've got a threat or two on the board and counters in hand. Spring Tide can go off as early as turn 2, and highly consistantly on turn 3. It can't whether quite as many counterspells as Solidarity, but on your first or second turn, when Spring Tide goes off, you'll only have one or two counters and Tide can easily play around that. Grid from the board is just another must counter, and if it resolves you've lost.
While Solidarity may be heavily in your favor because you can drop a Meddling Mage and back him up with a few counters, that just doesn't work with Spring Tide. It is faster, more consistant, has more draw and untap, and it plays maindeck bounce for the Mages.
Re: [DTB] U/G/x Thresh - a.k.a. Not Quite Gro, SuperGro
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Originally Posted by wastedlife
What would be some pros and cons to it?
The Pros are that you get Meddling Mage and Burn. The cons are that you destabilize an already unstable manabase. Simply put, it's not particularly worth the tradeoff. If you're playing red and you find you're not beating combo without Mage, run SB specific cards to beat that combo. An example would be REB or Stifle for the High Tide matchup, particularly since these cards are good against a bunch of other decks as well.
The main reason a 4c build won GP Lille is because it was heavily metagamed to win the mirror match. In doing so, the deck is able to run Meddling Mage, naming things he knows his opponent is playing and that he is not (e.g., StP). It was a ncie strategy, and in a Gro heavy meta it would probably work again. But beyond that, I don't see any valid reason to stretch the manabase to support 4 colors; there's isn't much offered by it that is needed.